I've done stuff with Last Remnant before. Pretty sure all the regular UE3 commands you'd need work through simple keybindings, as does tiledshot if you still use it. It did have some issues with cutscenes, though.

I was poking around in the ini files and found some references to DOF and SloMo that seem to be implemented in the game and was wondering if these variables could be used to control these two features?

Can we control these values directly with keybinds? Specifically the DOF values.

I also noticed some override flags for these post process effects, could these be used to force the effects?

In SRGame.ini under [Engine.WorldInfo]DefaultPostProcessSettings=(bOverride_EnableBloom=True,bOverride_EnableDOF=True,bOverride_EnableMotionBlur=True,bOverride_EnableSceneEffect=True,bOverride_AllowAmbientOcclusion=True,bOverride_OverrideRimShaderColor=True,bOverride_Bloom_Scale=True,bOverride_Bloom_Threshold=True,bOverride_Bloom_Tint=True,bOverride_Bloom_ScreenBlendThreshold=True,bOverride_Bloom_InterpolationDuration=True,bOverride_DOF_FalloffExponent=True,bOverride_DOF_BlurKernelSize=True,bOverride_DOF_BlurBloomKernelSize=True,bOverride_DOF_MaxNearBlurAmount=True,bOverride_DOF_MaxFarBlurAmount=True,bOverride_DOF_ModulateBlurColor=True,bOverride_DOF_FocusType=True,bOverride_DOF_FocusInnerRadius=True,bOverride_DOF_FocusDistance=True,bOverride_DOF_FocusPosition=True,bOverride_DOF_InterpolationDuration=True,bOverride_DOF_CutDistance=True,bOverride_MotionBlur_MaxVelocity=True,bOverride_MotionBlur_Amount=True,bOverride_MotionBlur_FullMotionBlur=True,bOverride_MotionBlur_CameraRotationThreshold=True,bOverride_MotionBlur_CameraTranslationThreshold=True,bOverride_MotionBlur_InterpolationDuration=True,bOverride_Scene_Desaturation=True,bOverride_Scene_HighLights=True,bOverride_Scene_MidTones=True,bOverride_Scene_Shadows=True,bOverride_Scene_InterpolationDuration=True,bOverride_RimShader_Color=True,bOverride_RimShader_InterpolationDuration=True,bEnableBloom=True,bEnableDOF=False,bEnableMotionBlur=True,bEnableSceneEffect=True,bAllowAmbientOcclusion=True,bOverrideRimShaderColor=False,Bloom_Scale=0.200000,Bloom_Threshold=1.000000,Bloom_Tint=(B=255,G=255,R=255,A=0),Bloom_ScreenBlendThreshold=10.000000,Bloom_InterpolationDuration=1.000000,DOF_FalloffExponent=4.000000,DOF_BlurKernelSize=12.000000,DOF_BlurBloomKernelSize=16.000000,DOF_MaxNearBlurAmount=0.000000,DOF_MaxFarBlurAmount=1.000000,DOF_ModulateBlurColor=(B=255,G=255,R=255,A=255),DOF_FocusType=FOCUS_Distance,DOF_FocusInnerRadius=2000.000000,DOF_FocusDistance=0.000000,DOF_FocusPosition=(X=0.000000,Y=0.000000,Z=0.000000),DOF_InterpolationDuration=1.000000,DOF_CutDistance=655030.000000,MotionBlur_MaxVelocity=1.000000,MotionBlur_Amount=0.500000,MotionBlur_FullMotionBlur=True,MotionBlur_CameraRotationThreshold=45.000000,MotionBlur_CameraTranslationThreshold=10000.000000,MotionBlur_InterpolationDuration=1.000000,Scene_Desaturation=0.000000,Scene_HighLights=(X=1.000000,Y=1.000000,Z=1.000000),Scene_MidTones=(X=1.000000,Y=1.000000,Z=1.000000),Scene_Shadows=(X=0.000000,Y=0.000000,Z=0.000000),Scene_InterpolationDuration=1.000000,RimShader_Color=(R=0.470440,G=0.585973,B=0.827726,A=1.000000),RimShader_InterpolationDuration=1.000000,ColorGrading_LookupTable=None,LightShafts=(bOverride_bRenderLightShafts=False,bOverride_OcclusionDepthRange=False,bOverride_BloomScale=False,bOverride_BloomThreshold=False,bOverride_BloomScreenBlendThreshold=False,bOverride_BloomTint=False,bOverride_RadialBlurPercent=False,bOverride_OcclusionMaskDarkness=False,bRenderLightShafts=False,OcclusionDepthRange=20000.000000,BloomScale=2.000000,BloomThreshold=0.000000,BloomScreenBlendThreshold=1.000000,BloomTint=(B=255,G=255,R=255,A=0),RadialBlurPercent=100.000000,OcclusionMaskDarkness=0.300000,LightShaftInterpolationDuration=0.000000),SSAO=(bOverride_OcclusionColor=False,bOverride_OcclusionScale=False,bOverride_OcclusionBias=False,bOverride_MinOcclusion=False,bOverride_OcclusionPower=False,OcclusionColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000),OcclusionPower=4.000000,OcclusionScale=20.000000,OcclusionBias=0.000000,MinOcclusion=0.100000,SSAO_InterpolationDuration=0.000000))

Anther way of looking at trying to control DOF may be the weapon focus, each weapon seems to have a different DOF focus when aiming with the sniper rifle having a plausible near DOF blur. Would it be possible to control this DOF and maybe port it to the other weapons as well? Right now you are able to use the scope DOF, remove the HUD and then move closer or further from the subject to what is affected by the blur...and then use the FOV keybinds. This works but only when you have the sniper rifle which is only for specific levels of the game.

SloMoThere were some variables for controlling the slow motion effect that occurs during certain events like headshots, and I was wondering if these could be used to either extend the event out or to control them outright. In SRGame.ini under [SRGame.YGameInfo_SP];

I tried changing the values for the Melee event and then hitting an enemy but that didn't seem to slow down time. Actually, I wonder if these are only "kill" events triggered when you kill an enemy? Would it be possible to trigger these m_eventType's with a key bind?

Out of curiosity, when looking for a HUD shader, did you look for dumpframes that didn't have the vignette? It's possible you could have GeDoSaTo toggle off that shader if you can find it. Really depends on the order in which it's drawn.

If the game slows down for headshots, it's very possible to scan for gamespeed using that mechanic. That's how I did timestop for Hitman Abolution. You'd then be able to bind hotkeys for slow motion. Stopping time entirely seems pointless with PlayersOnly, but slow motion can be useful.

I didn't no. Although I did try all of the dumpframes that even remotely looked like they would have been useful. I could take another look though.

That's' a good thought about tracking down timestop, I could look into that as well. Seeing the slowdownfactor attributes in the ini file though got me thinking it might be possible to do this with the UE3 engine, especially since there are already game events that slow down the game speed using these attributes.

I tried different keys I made sure it was what you pasted.. but will obviously try doing it again when I'm home. At least there is progress, hopefully trying to unlock these games helps with other UE 3 games too

On another topic, does anyone know how I can rid of this shadow banding? It is more prevalent at distance but can also be seen up close with lower FOV's.

Shadows will often malfunction at very low FOVs. No technical cure I'm aware of. You'll have to adjust the shot or line up another.

Oh, and never set bUseMaxQualityMode to true in an Unreal game unless the developer advises otherwise. That option is so seldom beneficial that I think they just put it in there to trap shyster 'tweak' posters on forums.